Hi all, I’ve been trying to figure out a way to create a regulated triangle frame for this structure, and similar ones, such that there are concentric rings along a generated surface. I have tried a variety of standard triangulation methods, including meshing and weaverbird, however, none of them seem to give me the simplicity that I’m looking for, or the control over where the joints land that I have in this definition. Ultimately, in the below image, there would be diagonal members spiraling all the way up. I thought I had simplified it with path mapping and essentially wrapping the list of indexes of the amount of points within the list of indexes in the rings, but I’m at a loss for getting it to actually work. I’m open to other methods, or help with path mapping in this instance. Thank you for your help!
This could mean many things…*{Edit} ‘weaverbird’ is a plugin, not sure what you mean by ‘standard’ - but if you’re cool with plug-ins, pufferfish has a net component…but that’s different from ‘triangulated’ ?
Maybe post an image of what you want?
Show what you want - there have been countless times I start typing a question here then as I prepare images to explain what I want the breakthrough happens and I delete the post
Thanks for the diagram of intent It looks as though your points are already sorted correctly so that’s good.
From here on our it should be a matter of drawing lines between your points by shifting the list/branch.
Essentially you have point {0;0} and need to connect that to point {1;1} then connect 1;1 to 2;2 and so on until you have exhausted the possible connections in the list.
Can you please internalize your input data and reupload @rgardn19
Fishnet Sculpture.gh (24.6 KB)
TIL if you have several data inputs selected and right click > internalize, it’ll only internalize the most recently selected one… These should all be internalized.
Thanks Michael! This could work, but it does have some interesting behavior, in that it generates the top ring. It would be easy enough to cull that particular curve but that could add some mess to the definition, as I plan to use it for less vertical structures as well.
I’m attaching a version of the file without any of the messy exploration into path mapper that I went through, just for clarity’s sake. Fishnet Sculpture.gh (24.4 KB)
I suppose I would be the most interested in a potential path mapper solution… This file has as close as I was able to get before getting out of my wits.
Rhino messing with you because, as you probably experienced already, at least with this particular shape (or the intersection curves you’re generating off of it) even upon realigning curves via seam adjustments, they just don’t align, huh…naughty pachyderm.
Funny thing(s) - pardon the randomness - today I’ve had to put something together really fast while I’m stuck on other things. I totally forgot about the diagonalize component from Kangaroo. It can save a bunch of time provided section curves are aligned and lofted (straight loft or mesh loft), then diagonalized.
Well as a physics engine it truly works wonders when you need to design with certain behaviors/forces - plus Daniel added many tools/utilities for meshes
I think i’m going to start playing around with it for dynamic furniture placement. Using 2D shapes to “collide” room boundaries and such to pack or check furniture groupings for a “best fit” kind of case per shape condition.
Anyways yes it looks to be a great plugin, I’ve seen lots of interesting work created with it!